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Slim McSauce

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Slim McSauce last won the day on July 24 2018

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About Slim McSauce

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    Post Captain
  • Birthday 12/07/1998

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  1. Slim McSauce

    Port battle alternatives for PvE server

    Raids baby raids! Come on devs hurry up and finish up on localization so you can make this game
  2. Slim McSauce

    Pirate on Pirate action

    On one hand I like the idea of pirates acting as pirates, but I remember NA pirates aren't actually pirates so I'm torn. I guess you should've broke green on green and protected your loot. Stand your ground, I would've done that. Piracy is a gray area in NA, it doesn't exist in the context of the game but it does exist in people so that's what ya get sometimes.
  3. Slim McSauce

    OCB / PEC Griefing

    What happened to the BR tag limit? Gee I'm sorry what a frustrating waste of both of your times.
  4. Slim McSauce

    Game inbalances or cheating?

    Exactly. What a useless feature.
  5. Slim McSauce

    No full wipes for PvE peace server - a plea to devs

    You do know EA is subject to change and that includes wipes? You seriously think all these changes being made don't warrant a fresh testing slate? The devs work too build this game too, so let them decide if they feel a wipe is necessary
  6. Slim McSauce

    Game inbalances or cheating?

    There ya go, I refined the point for you. Gear is the worse imbalance, if you advocate for skill then you can't say purple/gold ships fit in to that. You say you're good at sailing, yet fake knowledge slots and stacked mods is what's making your ship so much better than the average not you personally, speaking generally) It's just so hilarious seeing people defend this meta and in the same breath admit it's bad. Well no shit it's bad.
  7. Slim McSauce

    Game inbalances or cheating?

    Your story isn't impressive. Requin's are easy ships to sail, and it sounds to me you wasted that bellona's time probably repairing who knows how many times just to stay in battle. It's just glorified kiting sitting behind a ship can't retaliate with musket/swivel fire. When damage is calculated by cannon weight you'll see
  8. Slim McSauce

    Game inbalances or cheating?

    Thank you, this is perfect. Top players aren't even good anymore, Most of them use these ships to pad their wet skills. Long gone are the days of ship mastery, knowledge is now supplemented
  9. Slim McSauce

    Hostility Reset every 7 days instead of 1

    They can defend their forts from being raided and destroyed.
  10. Yes, just like this bonus stacking purple ship meta does, and people will go to the end to defend it because they've gotten so use to their admitted advantage in combat.
  11. Slim McSauce

    Determined defender

    Back to determined defender, another case of a perk gone wild. Should just be once you lose 33% of your crew then you're open regardless of starting crew size. Simple solution would be to keep your crew up if you want to survive.
  12. Slim McSauce

    Hostility Reset every 7 days instead of 1

    That doesn't matter because they are different options and one you don't like has no effect on one you do like. These all seem viable but if some weren't viable they wouldn't be added regardless of your opinion for the idea of it so hush your whore mouth Intrepido jk o/
  13. Slim McSauce

    Clan Docks

    Ah I suppose that makes pretty good sense, also pretty complicated, and what if someone takes their slot back they could stealthly rob ships from the warehouse when one is placed in their slot? Would that be intended?
  14. Slim McSauce

    Hostility Reset every 7 days instead of 1

    "We have had a number of mechanics to manage port battles in the past, all of them with various positives and negatives. The current iteration moves away from a realist base, and instead favors abstraction: If you control a majority of the circles around a port, you control the sea lanes, and therefore, the port. This is not bad, per se, but it is so abstracted from the subject matter that it feels disconnected. Setting up the port battle is an exercise in mass AI farming, taken from the idea that "people need to do something in order to create the port battle." 1. Return of the old flag system to initiate hostility. Instead of simply taking a mission, launching a flag could once again be done in isolation, or with a whole fleet escorting. It should be physically carried, and announced as it was in the past. This brings the first aspect of the port battle back: Fleet actions at sea, heading off the port battle in its inception. I would encourage these flags to cost doubloons, in order to have big-ticket items that are consistently purchased, keeping them moving within the economy. 2. Generate Hostility via economy. Instead of grinding bots with a massive fleet, I would encourage basic supplies moved into the port. This can be abstracted from siege equipment, bribing locals, what have you, but I would encourage the goods brought not be trade goods, but instead, actual crafting goods. Hemp, Oak Logs, Iron Ore, etc. Things everyone needs, and everyone uses, which in turn would encourage privateers to hunt the waters (and in turn encourage escorted merchant vessels, which in turn leads to larger, task-force sized engagements). Further, I would cap the rate of hostility generation at 25%/hr., in order to prevent simple spiking of hostility - this would allow for time for people to gather and fight. The lower end, I would recommend at 10%/hr., forcing a faction to commit to at least 4 hours of setting up a port battle, at most 10 hours. 3. Add a craftable "Shore Party" item weighing 100 tons. This will come into play later, but simply adding the item should be easy. The reason for 100 tons is to limit them in quantity, while having a palpable effect upon ship handling in battle. Further, merchant ships should be allowed into the fight in order to carry more shore parties. (This will be important.) 4. Reduce the three circles to one circle in front of the port. This is abstracted to represent storming the town itself. This is partially where the shore parties come in. Each shore party is one "unit." Much like the game of Diplomacy, you need one more "Shore Party" than the defending side to take the town. Shore parties, ideally, would only be active when the ship is going less than 3.5 knots. This would take programming, but could loan from the "boarding initiate" parameters. I am not certain how easy this would be to code in. 5. Add circles near to shore batteries. Exactly as above, one more "shore party" than the defenders, and you can seize the tower for your own side. This adds to dynamism of battle, increasing options from "destroy fortifications" to "destroy fortifications" or "seize fortifications" for each fortification the port has. (This mechanic was present in Naval Action: Legends, but simply used the ships as abstraction for shore parties, without an item representing those shore parties.) 6. Destruction of the Enemy Fleet, or Total Absence from the Port Circle would result in the town's capitulation. This mechanic would remain from current mechanics, that way even if no shore parties are left, the defenders cannot simply kite away and leave the town. These are all good ideas @Powderhorn While reading this I thought why are PB's only 1 battle and planned out so much? Could you just make destroying forts a pb like event and so you know, a squad of mortar brigs along with a fleet is send on to destroy one of the many forts, and you do this as many times as you want before attacking the port. Like a coastal defense mission of some kind, the forts can be buffed up and it would make good fleet on fleet action because no matter what the attackers have to defend the mortar brings.
  15. Slim McSauce

    Clan Docks

    This honestly sounds no fun at all, like you want clans to have the least amount of anything, what keeps you from granting clans the oso coveted 25 upgradable dock space? What makes dock space such a big deal to you?